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[/idgames] UAC Storage Surplus Project - MBF21 Crate Maze Madness


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On 6/27/2023 at 12:09 PM, Quill said:

Alpha 5. Yeah that's it.

Updated Maps

  • Boxing Fatality Crates

  • Bone Box

  • Perfect Cratred

Alpha 5 Download

@nicolas monti@Raspoza Anything up about the MAP06 slot lately?

Yeah, I'm dropping it, sorry abt that. Nicolas ya can have it if ya want.

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  • 3 months later...

Since it bothered me that this project was one map away from completion and I keep tabs on every map I submit to community projects, I decided to finally fill the void.

 

Map name: Fighting Outside The Box
Format: MBF21
Build time: About two hours

Editor: Ultimate Doom Builder

UMAPINFO included: No
MIDI: I Choose The Stairs from Rise Of The Triad
Tested in: DSDA-Doom complevel 21, GZDoom MBF (Strict)

 

Level in the MAP06 slot since it's the last one available.

 

MAP06-FightingOutsideTheBox-NiGHTS108.zip

Edited by NiGHTS108

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  • 3 weeks later...
On 10/28/2023 at 5:34 PM, NiGHTS108 said:

Since it bothered me that this project was one map away from completion and I keep tabs on every map I submit to community projects, I decided to finally fill the void.

 

Map name: Fighting Outside The Box
Format: MBF21
Build time: About two hours

Editor: Ultimate Doom Builder

UMAPINFO included: No
MIDI: I Choose The Stairs from Rise Of The Triad
Tested in: DSDA-Doom complevel 21, GZDoom MBF (Strict)

 

Level in the MAP06 slot since it's the last one available.

 

MAP06-FightingOutsideTheBox-NiGHTS108.zip

Oh I didn't even see this one. Yeah hold on I'm gonna make a RC1 build of this.

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2 minutes ago, Master O said:

Is the final boss fight gonna be the Icon of Crate?


Due to crate constraints, we didn't have enough crates to build the Icon of Crate.

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RC1 is here!!

 

Download

 

Added Maps

  • Fighting Outside The Box

Added Stuff

  • Credits Screen
  • Credits.txt and Idgames-style txt

Missing Stuff (unless it isnt needed)

  • Title screen demos

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22 minutes ago, Quill said:

RC1 is here!!

 

Download

 

Added Maps

  • Fighting Outside The Box

Added Stuff

  • Credits Screen
  • Credits.txt and Idgames-style txt

Missing Stuff (unless it isnt needed)

  • Title screen demos

Awesome! Can't wait to play the updated version, so far it's interesting. 

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12 hours ago, Quill said:

RC1 is here!!

 

Download

Epic to see this project back again. I have one request, if you are making a textfile can you please change my name from SuyaSSS to Kinatuk. Thanks

 

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Hey I love crates a lot for some reason and I've really enjoyed the first episode so far, and all the crate themed stuff like the status bar.  Honestly been looking forward to this for a while and I'm not disappointed.  Only issue I've had is on map 3 I accidentally missed the red key on top of the boxes, and it seems if you fall off you can't get back on since the switch isn't repeatable, as far as I could tell.  Other than that great work so far!

 

edit: -how do I progress on map 9 once the plasma gun raises up?

-map 13 is also an insane difficulty spike lol, but still beatable on uv pistol start with plenty of save scumming

Edited by sandwedge

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RC2 IS OUT!

 

Download RC2

 

Changes:
MAP03

  • The lift to the red key is now repeatable

MAP09

  • Fixed the progression suddenly halting on UMAPINFO ports

MAP22

  • Fixed missing sky texture in ZDoom ports

Other

  • Blanked-out title screen demos
  • New post layout

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Hey, good to see the new fixes!  Just finished the rest of RC2 tonight, had a good time!  Map 13 is indeed by far the hardest map in this set, other than that the difficulty does go back and forth but within a reasonable range (UV pistol start).  Last couple levels have some fun slaughtery elements that were a good climax.  I think some people might find the crate texturing throughout to be a bit much, but for whatever reason I am crate crazy and found it to have decent variety, and it was also kind of hilarious especially paired with the story about messing up a crate order.  Some various issues I found (forgot to mention im playing dsda, still v0.25 lol):

 

-map 9: the plasma gun does lower, however you need to shoot to wake up and activate the teleport trap to progress which took me a little while to figure out.  So maybe it could activate by picking up the plasma gun.

 

-map 18: 2 pinkies in the mega-armor secret are stuck together. poor things.

 

-map 19: some of the hitscanners perched in the little crate pillars are stuck and only fire once shot.  to be honest this almost works for balance reasons since they are quite obscured and hard to see, but I assume this wasn't intended.

 

-generally there were a couple times here and there where I had trouble identifying door/lift textures since they are also crate themed and can blend in.  But I was surprised it didn't happen more often, so it might be ok.

 

Great work!

 

 

Edited by sandwedge

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Download RC3

 

Changes:
MAP09

  • The plasma gun platform now releases an Archvile (and not much else teehee :3) when walking over it
  • Made a crate door more distinct

MAP18

  • Overhauled the lighting
  • Pinkies are no longer stuck in the megaarmor secret

MAP19

  • Gave the hitscanners in their pillars some more wiggle room

Other

  • Overhauled UACSSP-credits.txt

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On 11/16/2023 at 12:07 PM, sandwedge said:

Map 13 is indeed by far the hardest map in this set

DAMN, the difficulty definitely wasn't intended, haha! I hope it was at least fun enough.

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13 minutes ago, LOD42 said:

DAMN, the difficulty definitely wasn't intended, haha! I hope it was at least fun enough.

 

lol I'll be honest, it was definitely more frustrating than fun for me.  I only ended up beating it as a sort of masochistic achievement haha.  It is beatable and it's not like this CP is worrying too much about a perfect difficulty curve or anything, which is fine.  But if it's not intended then yeah, maybe make a lower difficulty level the UV setting lol.  I suppose I could've dropped the difficulty level lower myself for one level, but that feels weird when the rest of the wad is fine on UV.  Ultimately it's up to you and I'm only one opinion, though I showed the level to some other folks who pretty much agreed with me.

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2 minutes ago, sandwedge said:

 

lol I'll be honest, it was definitely more frustrating than fun for me.  I only ended up beating it as a sort of masochistic achievement haha.  It is beatable and it's not like this CP is worrying too much about a perfect difficulty curve or anything, which is fine.  But if it's not intended then yeah, maybe make a lower difficulty level the UV setting lol.  I suppose I could've dropped the difficulty level lower myself for one level, but that feels weird when the rest of the wad is fine on UV.  Ultimately it's up to you and I'm only one opinion, though I showed the level to some other folks who pretty much agreed with me.

I completely agree and I'm glad I'm not the only one that thinks this! This map was sort of designed for savescumming, and I didn't think much about that while I made it. I think at least part of the problem is that it's so damn cramped, there's barely any room to move, to dodge stuff. It's sort of a mapping flaw of mine, and I commit a lot even until now, and I want to change that once I get back to mapping again.
So thank you for powering through it though lmao.
This whole project was a great learning experience for me at least.

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Before I wrap this up and upload to /idgames, are there any issues that any of you've experienced in RC3?

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57 minutes ago, Quill said:

Before I wrap this up and upload to /idgames, are there any issues that any of you've experienced in RC3?

I replayed my map (map14) and saw that the imp pump wasn't deploying all the imps consistently. I did some light balance work and re-did the vodoo conveyors now that i understand how teleport to line works better (they shouldn't occasionally teleport into the walls and kill the player anymore).

Link here

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4 hours ago, Quill said:

Before I wrap this up and upload to /idgames, are there any issues that any of you've experienced in RC3?

Map06 by @NiGHTS108 uses a few non crate/allowed textures and has what seems to be a random floating midtexture above the exit switch.
F6z1Y0h.png


Blasting through the maps now I have some more time to dedicate to playtesting, I really enjoyed 05 and 06, but I think 06 is too crazy for its slot currently.
At the very least I'd suggest removing a few of the pillar revs and moving the BFG to amongst the archviles instead of behind them so you have a bit more chance to grab it. if it was in a later slot I'd only be complaining about the non-crate textures and wild midtex appearance.

Also, my map is updated with some fixes, here: https://www.doomworld.com/forum/post/2733648

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2 hours ago, knifeworld said:

Map06 by @NiGHTS108 uses a few non crate/allowed textures and has what seems to be a random floating midtexture above the exit switch.
F6z1Y0h.png


Blasting through the maps now I have some more time to dedicate to playtesting, I really enjoyed 05 and 06, but I think 06 is too crazy for its slot currently.
At the very least I'd suggest removing a few of the pillar revs and moving the BFG to amongst the archviles instead of behind them so you have a bit more chance to grab it. if it was in a later slot I'd only be complaining about the non-crate textures and wild midtex appearance.

 

Thanks for the feedback! I'm not sure how I completely skipped over the main texture rule, nonetheless, I changed around the textures and fixed a ceiling trick I did a little incorrectly (because I didn't want to have the shadow cast by the exit switch appear on the ceiling)

 

As for the gameplay, I haven't changed it yet at least, if Quill has any objections about it or wants to move it towards a later slot or something then that's fine by me

 

MAP06-FightingOutsideTheBox-NiGHTS108-V2.zip

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10 minutes ago, NiGHTS108 said:

 

snipparooni cuz post is right above

Np, glad to help!

Yeah that's fair, it's still beatable, just seems rather wild for a sub-10 map slot on first glance. Probably easier with better ammo management i suppose.

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Aaaaaaand final version is out!


I've implemented the changes made to MAP06, 14, and 21.

I've also fixed the intermission graphics.
 

Whatever's on the main post will be a temporary download link until the /idgames release is up.

 

Download

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38 minutes ago, Quill said:

Aaaaaaand final version is out!


I've implemented the changes made to MAP06, 14, and 21.

I've also fixed the intermission graphics.
 

Whatever's on the main post will be a temporary download link until the /idgames release is up.

 

Download

 

Do you think you'll win a Cacoward for UAC Storage Surplus Project?

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6 hours ago, Master O said:

Do you think you'll win a Cacoward for UAC Storage Surplus Project?

 

If I keep bribing the judges with crates, yep!

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On 11/27/2023 at 6:58 PM, Master O said:

 

Do you think you'll win a Cacoward for UAC Storage Surplus Project?

 

Why not?..

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MAP09: had to warp past this one because after the final arena I had no way to the exit at the west side (maybe AVJ?). Also the sectors with tags 39 and 41 have no linedefs attached to them (39 is also the block that lets the last cyberdemon warp in).

MAP10: sector 155 doesn't seem to open after getting blue key

MAP17: Secret sector 107 is inaccessible, trigger for it is located on a sector which is only accessible from a deathmatch start.

Edited by NuMetalManiak

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12 hours ago, NuMetalManiak said:

MAP09: had to warp past this one because after the final arena I had no way to the exit at the west side (maybe AVJ?). Also the sectors with tags 39 and 41 have no linedefs attached to them (39 is also the block that lets the last cyberdemon warp in).

MAP10: sector 155 doesn't seem to open after getting blue key

MAP17: Secret sector 107 is inaccessible, trigger for it is located on a sector which is only accessible from a deathmatch start.


09 - The map has some UMAPINFO stuff (MAPINFO if you use ZDoom ports) that triggers after you kill an enemy, so your port probably doesn't support it.
10 - Yeah that's a problem.
17 - At first I was confused about the secrets being inaccessible but then I remembered about the Barons you have to kill to progress. Could be chalked up to source port not supporting new age tech again.

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